Hello again dungeoneers and adventurers. I'm excited reading about all the other player variants of Descent (and really glad of my D1e/2e collection now I hope to explore them in future, think I'll be playing some of these as well as the official variations as they sound interesting and make the game more bang per buck as it's great to have different options for a game thus even more (re)playability value, especially if you plan on painting all the figures!) but one thing I've been mulling over is an area control version where it's only player versus player (no coop/ team/ overlord etc), somehow using what comes with Descent as a starting point for this variant (maybe as currency to buy upgrades, influencing how it's a unique take on the area control game model etc).
Firstly has anybody tried this already? Even if they have I may still give it a go as I may have different ideas as I'm already brewing some interesting thoughts on this. Secondly is it something that might be of interest?
Very early 'lightbulb' thoughts:
- Could work for 1e, 2e and flexibly for what players do/ do not own and work with just core set or also with any expansions
- for this reason could either have proxy options (you'd need something to stand in for this...) or to ensure players have balanced choices depending which Descent elements are being used (or it still works if there's just one of something etc)
- Might be customisable, i.e. players may be able to use alternatives/ adapt to their own creativity
- With no overlord player available monsters, allies, lieutenants, familiars, other 'useful stuffs' and of course heroes (perhaps small armies for more numerous pieces- only if game needed them?) are purchasable/draftable for area control / fight dynamic, something to indicate who owns which purchased piece, not sure how to implement yet
- some sort of victory points system during game/ endgame as it's purely every player for themselves
- card choice: could be the take-one pass-round approach, or the selection to buy approach, or some other option I've not yet considered, perhaps getting stronger per round and maybe stacking as part of the skill/choice-making logic
- might have to ask FFG's legals if it's o.k. (not sure how they feel about community mods- any thoughts? I've purchased games purely through playing player variants of them in the past so see it as a good thing)
- want heavy bias to skill over luck, thus maybe card deck drafting better than dice, again any thoughts?
- things like classes could be part of the skill dynamic as well as other choices/factors that would determine objectives/potential strategies and rewards
- obviously not ending up as Runewars which is also an area control game, don't think my ideas are the same game but might need to research Runewars to avoid using too many of the same mechanics! (I've not played so not familiar with it - Amusingly I purchased it on a whim as it looked like it might be a nice addition to my Runebound family and cool for Descent customisation somehow, haven't looked at it yet - still wrapped- and only just found out it's an area control. I do sometimes forget there are only 24 hours in a day and not many spare ones...).
Any thoughts or if you'd like to explore this let me know, curious to see how some of the game elements might work in this way as a totally different game.
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